dauntless/content/Classes/Mechanist/Craft of the Tinker.md
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---
source: "[[ToV - Players Guide.pdf]]"
---
![[assets/f492a18194c79a9a1e188b00e9e1044b_MD5.jpg|Astrov|274x321]]
Inventors, builders, and engineers, tinkers are driven by the thrill of creation, a thirst to learn new things, and an innate talent for anything involving clockwork, gears, or mechanical contraptions and devices. With their clockwork companions always close by, tinkers are well suited and well equipped for almost every contingency.
||**Tinker Progression**|
|---|---|
|**Mechanist Level**|**Features**|
|3rd|Augment: Wind Up, Clockwork Companion, Crafty|
|7th|Compound Machine|
|11th|Expert Modifications|
|15th|Kill Switch|
# Augment: Wind Up 
_3rd-Level Tinker Feature_ 
You gain the following unique effect for your Augment feature. This effect cant be replaced and doesnt count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table in the Players Guide.
# Wind Up 
_Item Requirement: Medium or Smaller Object that Isnt Being Worn or Held_
You imbue an item with the ability to move and follow commands for a short time. While the item is within 30 feet of you, you can use an action to speak a command word and cause it to activate. An object remains active for a number of minutes equal to your **INT** modifier or until it is reduced to 0 HP. When the object drops to 0 HP, the effect ends, and any remaining damage carries over to its original item form. Once a wind up item is activated, it cant be activated again until you finish a short or long rest.
**Object Statistics.** An activated item counts as an object for the purposes of targeting (not a creature) and it can be augmented like a typical item (assuming its form meets effect prerequisites). The objects AC, HP, and maximum lift weight are determined by its size, as shown in the Wind Up Object Statistics table. If an object makes a **STR**or **DEX**-based ability check or save, use the relevant modifier listed in the table. For other checks, the object uses your modifiers and any relevant proficiencies. An object is immune to poison and psychic damage. Its speed is 30 feet; if the object lacks legs or other appendages, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has keensense out to a range 30 feet and cant sense beyond that range. 
**Controlling Objects.** As a Bonus action, you can mentally command one or more active wind up objects within 300 feet of you (if commanding multiple objects with the same bonus action, they must all take the same action). An object cant attack, but it can take other actions as normal. When you issue a command, you decide what action the object takes and where it moves (if it moves) and the object immediately follows the command to the best of its ability. If you issue no command to an active object, it takes no action and it remains in its current position. 
**At Higher Levels.** As you reach higher levels in the mechanist class, you can affect larger objects. At 9th level, you can affect objects of Large size or smaller. At 18th level, you can affect Huge or smaller objects.
|||||||**Wind Up Object Statistics**|
|---|---|---|---|---|---|---|
|**Size**|**Example Object**|**HP**|**AC**|**STR**|**DEX**|**Push, Lift, or Drag Max. Weight**|
|Tiny|Inkpot, ladle, toy figurine|20|18|-3|+4|50 lb.|
|Small|Chair, marionette, stew pot|25|16|-2|+2|150 lb.|
|Medium|Handcart, saddle, table|40|13|+0|+1|300 lb.|
|Large|Armoire, boulder, memorial statue|50|10|+2|+0|850 lb.|
|Huge|Ancient fallen tree, towering pillar|80|10|+4|-2|1000 lb.|
# Clockwork Companion 
_3rd-Level Tinker Feature_ 
You learn a ritual that allows you to create a clockwork construct to fight alongside you as a trusted companion. The ritual takes 1 hour to complete and it can be done as part of a short or long rest. You must have access to tinker tools to conduct this ritual. Once the ritual is complete, the clockwork companion appears in an unoccupied space you can see within 5 feet of you. 
**Appearance.** The companion is composed of gears, belts, pistons and other mechanical parts, housed within an articulated metal exoskeleton, but you choose the other details of appearance and its overall shape. Tinkers typically create their companions to resemble an animal of some kind, though the companion is obviously not a creature of the natural world.
**Communication.** The clockwork companion cant speak, but it understands all the languages you know. It also understands Machine Speech (even if you dont). If your clockwork companion is destroyed, you immediately learn of its death—regardless of the distance between you, and even if you are on different planes of existence.
**Statistics.** The companions base statistics are detailed in the clockwork companion stat block, which uses your **PB** in several places. The companion has a number of hit dice (d8s) equal to your mechanist level. It can spend these hit dice to recover hit points during a short rest just as a PC would. It recovers all HP when it finishes a long rest. 
**Modifications.** As part of the ritual used to create your companion, you choose one modification that alters the base clockwork companion base stat block (modifications are detailed later in this subclass). Over the course of 1 hour (can be part of a short or long rest), you can use tinker tools to swap out one or more of your companions modifications for different modification options. Your companion must remain in physical proximity to you for the entirety of the hour to alter modifications in this way. As you gain more levels in the mechanist class, your increasing skill allows you to activate multiple modifications at once. Your companion can have a total of two modifications at 7th level, three at 11th level, and four at 15th level.
**Controlling Your Companion.** The clockwork companion is friendly to you and your allies and obeys your commands. During encounter gameplay, the companion shares your initiative, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you dont issue any commands, it takes the Dodge action and uses its move to avoid danger. 
**Destroying the Companion.** If a companion is reduced to 0 HP, it is destroyed, and you must perform the 1-hour ritual to create a new one. The new clockwork companion can have the same base body and modifications as the one that was destroyed, or you may create an entirely new clockwork companion with different modifications. If you use this feature to create a companion while another clockwork companion is still alive, the original companion is destroyed when the new companion appears.
[![[assets/ad43709c7024826b5b83359a477d81ec_MD5.png]]](https://www.worldanvil.com/i/7139685 "Screenshot_20251109_120100.png")
## Modifications
You can modify your clockwork companion to enhance and upgrade its abilities. Unless otherwise noted, a modification can be selected only once.
- **Armored Shell.** You reinforce the companions exoskeleton with additional plating, granting a +2 bonus to armor class. You can select this modification multiple times to gain a cumulative bonus to AC. This modification cant raise the companions maximum AC above 20.
- **Force Cannon.** You upgrade your companion with a ranged energy weapon. The companion gains the following action:
**Force Cannon.** Ranged Weapon Attack: +4 + your **INT** modifier to hit, range 120 ft., one target. Hit: 5 + **PB** (1d10 + your **PB**) force damage.
- **Retractable Limbs.** You upgrade your companion with retractable wings, fins, claws, or similar to increase its movement capabilities. The companion gains your choice of a burrow speed, climb speed, fly (hover) speed, or swim speed equal to its base movement speed. You can select this modification multiple times, choosing a different movement type each time.
- **Sentry Sight.** You upgrade your companions senses. The companion gains keensense out to a range of 30 feet and it gains a bonus to its Perception value equal to your **INT** modifier. Additionally, the companion cant be surprised while it is conscious.
- **Steam Powered.** The companions base movement speed and any other forms of movement increase by 10 feet. Additionally, the companion can use a bonus action on each of its turns to perform the Dash action.
- **Tempered Steel.** Choose one of the following damage types: acid, cold, fire, or lightning. The companion gains resistance to the chosen damage type. You can select this modification multiple times, choosing a different damage type or the same damage type. If you select the same damage type twice, the companion is immune to the selected type instead of just resistant (choosing the same type three or more times has no effect).
# Crafty 
_3rd-Level Tinker Feature_ 
As a tinker, you have dabbled in all manner of construction, artistry, and engineering. Your experiences across many disciplines allow you to craft and repair items more efficiently than most. You gain the following benefits:
- When you craft non-magical items as part of the downtime crafting activity (see Players Guide), you produce items more quickly. For each workday spent crafting, you can craft one or more items worth a combined total of 10 gp × your **PB** (minimum of 20 gp), instead of the standard 10 gp limit. If you are crafting something worth more than that total, you contribute 10 gp × your **PB** worth of progress each workday you spend crafting the item instead of 10 gp limit.
- You can attempt to make repairs on any vehicle, even if you arent proficient in the relevant vehicle type (see Vehicle Repair rules in the Players Guide). Vehicle repairs you make take half the time and you can halve the cost of spare parts required to make said repairs. At the GMs discretion, the benefits of this ability might also extend to repairing damaged objects and structures— but this feature cant be used to reduce any costs or requirements to the creation or repair of magic items.
# Compound Machine 
_7th-Level Tinker Feature_ 
When you start your turn within 5 feet of your clockwork companion or an activated object created by your Augment: Wind Up feature, you have advantage on the first ability check, attack roll, or save you make during your turn. If your clockwork companion starts its turn within 5 feet of you or an activated object created by your Augment: Wind Up feature, it has advantage on the first ability check, attack roll, or save it makes during its turn.
In addition, when you use Rapid Augment or activate an augment effect that requires you to touch the item, your clockwork companion can deliver the required touch instead of you. To do so, the companion must be within 100 feet of you, the target item must be within the companions reach (typically 5 feet), and the companion must use its reaction to deliver the touch when you use Rapid Augment or activate the augment effect.
# Expert Modifications 
_11th-Level Tinker Feature_ 
You can now select any of the following clockwork companion modifications in addition to the options previously available. 
- **Flamethrower.** You upgrade your companion with a flammable fuel reservoir. The companion gains the following action:
**Flamethrower (Recharge 56). T**he companion exhales fire in either a 30-foot line that is 5 feet wide or a 15-foot cone (your choice). Each creature in the affected area must make a **DEX** save (**DC** is 8 + your **PB** + your **INT** mod), taking 36 (8d8) fire damage on a failure or half as much on a success. The fire ignites any flammable objects in the area that arent being worn or carried.
- **Healing Serum.** You install an internal reservoir that allows the companion to generate and administer a limited quantity of healing serum. The companion gains the following action:
**Healing Serum (3/Day).** The companion or one creature within 5 feet of the companion magically recovers hit points. To determine the amount healed, roll a number of d8s equal to your **PB**.
- **Large Frame.** You replace your companions standard exoskeleton with a larger model. While it has this modification, your companion is a Large sized creature (instead of Medium size), and its weight, the amount it can lift, and the area it occupies all adjust accordingly to a creature of its new size. The companion also has advantage on all **STR**-based checks and saves it makes and the damage die for all its weapon attacks increase by one dice size (for example, the companions Slam attack die becomes a d10 instead of the standard d8).
- **Spring Loaded.** You modify the companions weaponry, causing it to deal more damage. Whenever the companion successfully hits with a weapon attack, you can roll one additional damage die (dice type is the same as the type used in the base attack), and you also add additional damage equal to your **INT** modifier (damage type is the same as the type listed in the triggering attack).
# Kill Switch 
_15th-Level Tinker Feature_ 
While your clockwork companion is conscious and within 30 feet of you, you can use a bonus action to utter a command word that sends your companion into a vicious overdrive state. The overdrive state lasts for 1 minute or until your companion is reduced to 0 HP. At the end of 1 minute, the companion becomes incapacitated until you spend 1 hour repairing it (can be done as part of a short or long rest). The companion cant enter an overdrive state again until it finishes a long rest.
While in an overdrive state, the clockwork companion gains the following:
- The companion has advantage on all attack rolls and saves. Creatures have advantage on attack rolls against the companion.
- The first time the companion successfully hits a target with a weapon attack on its turn, the attack automatically deals the maximum possible damage.
- The companions movement speed is doubled (base speed and all additional speeds).
- The companion gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only) or Dash action.